// This file takes minecraft chunks (decoded by cave_parse) and // uses stb_voxel_render to turn them into vertex buffers. #define STB_GLEXT_DECLARE "glext_list.h" #include "stb_gl.h" #include "stb_image.h" #include "stb_glprog.h" #include "caveview.h" #include "cave_parse.h" #include "stb.h" #include "sdl.h" #include "sdl_thread.h" #include //#define VHEIGHT_TEST //#define STBVOX_OPTIMIZED_VHEIGHT #define STBVOX_CONFIG_MODE 1 #define STBVOX_CONFIG_OPENGL_MODELVIEW #define STBVOX_CONFIG_PREFER_TEXBUFFER //#define STBVOX_CONFIG_LIGHTING_SIMPLE #define STBVOX_CONFIG_FOG_SMOOTHSTEP //#define STBVOX_CONFIG_PREMULTIPLIED_ALPHA // this doesn't work properly alpha test without next #define //#define STBVOX_CONFIG_UNPREMULTIPLY // slower, fixes alpha test makes windows & fancy leaves look better //#define STBVOX_CONFIG_TEX1_EDGE_CLAMP #define STBVOX_CONFIG_DISABLE_TEX2 //#define STBVOX_CONFIG_DOWN_TEXLERP_PACKED #define STBVOX_CONFIG_ROTATION_IN_LIGHTING #define STB_VOXEL_RENDER_IMPLEMENTATION #include "stb_voxel_render.h" extern void ods(char *fmt, ...); //#define FANCY_LEAVES // nearly 2x the triangles when enabled (if underground is filled) #define FAST_CHUNK #define IN_PLACE #define SKIP_TERRAIN 48 // use to avoid building underground stuff // allows you to see what perf would be like if underground was efficiently culled, // or if you were making a game without underground enum { C_empty, C_solid, C_trans, C_cross, C_water, C_slab, C_stair, C_force, }; unsigned char geom_map[] = { STBVOX_GEOM_empty, STBVOX_GEOM_solid, STBVOX_GEOM_transp, STBVOX_GEOM_crossed_pair, STBVOX_GEOM_solid, STBVOX_GEOM_slab_lower, STBVOX_GEOM_floor_slope_north_is_top, STBVOX_GEOM_force, }; unsigned char minecraft_info[256][7] = { { C_empty, 0,0,0,0,0,0 }, { C_solid, 1,1,1,1,1,1 }, { C_solid, 3,3,3,3,40,2 }, { C_solid, 2,2,2,2,2,2 }, { C_solid, 16,16,16,16,16,16 }, { C_solid, 4,4,4,4,4,4 }, { C_cross, 15,15,15,15 }, { C_solid, 17,17,17,17,17,17 }, // 8 { C_water, 223,223,223,223,223,223 }, { C_water, 223,223,223,223,223,223 }, { C_solid, 255,255,255,255,255,255 }, { C_solid, 255,255,255,255,255,255 }, { C_solid, 18,18,18,18,18,18 }, { C_solid, 19,19,19,19,19,19 }, { C_solid, 32,32,32,32,32,32 }, { C_solid, 33,33,33,33,33,33 }, // 16 { C_solid, 34,34,34,34,34,34 }, { C_solid, 20,20,20,20,21,21 }, #ifdef FANCY_LEAVES { C_force, 52,52,52,52,52,52 }, // leaves #else { C_solid, 53,53,53,53,53,53 }, // leaves #endif { C_solid, 24,24,24,24,24,24 }, { C_trans, 49,49,49,49,49,49 }, // glass { C_solid, 160,160,160,160,160,160 }, { C_solid, 144,144,144,144,144,144 }, { C_solid, 46,45,45,45,62,62 }, // 24 { C_solid, 192,192,192,192, 176,176 }, { C_solid, 74,74,74,74,74,74 }, { C_empty }, // bed { C_empty }, // powered rail { C_empty }, // detector rail { C_solid, 106,108,109,108,108,108 }, { C_empty }, // cobweb=11 { C_cross, 39,39,39,39 }, // 32 { C_cross, 55,55,55,55,0,0 }, { C_solid, 107,108,109,108,108,108 }, { C_empty }, // piston head { C_solid, 64,64,64,64,64,64 }, // various colors { C_empty }, // unused { C_cross, 13,13,13,13,0,0 }, { C_cross, 12,12,12,12,0,0 }, { C_cross, 29,29,29,29,0,0 }, // 40 { C_cross, 28,28,28,28,0,0 }, { C_solid, 23,23,23,23,23,23 }, { C_solid, 22,22,22,22,22,22 }, { C_solid, 5,5,5,5,6,6, }, { C_slab , 5,5,5,5,6,6, }, { C_solid, 7,7,7,7,7,7, }, { C_solid, 8,8,8,8,9,10 }, { C_solid, 35,35,35,35,4,4, }, // 48 { C_solid, 36,36,36,36,36,36 }, { C_solid, 37,37,37,37,37,37 }, { C_cross, 80,80,80,80,80,80 }, // torch { C_empty }, // fire { C_trans, 65,65,65,65,65,65 }, { C_stair, 4,4,4,4,4,4 }, { C_solid, 26,26,26,27,25,25 }, { C_empty }, // redstone // 56 { C_solid, 50,50,50,50,50,50 }, { C_solid, 26,26,26,26,26,26 }, { C_solid, 60,59,59,59,43,43 }, { C_cross, 95,95,95,95 }, { C_solid, 2,2,2,2,86,2 }, { C_solid, 44,45,45,45,62,62 }, { C_solid, 61,45,45,45,62,62 }, { C_empty }, // sign // 64 { C_empty }, // door { C_empty }, // ladder { C_empty }, // rail { C_stair, 16,16,16,16,16,16 }, // cobblestone stairs { C_empty }, // sign { C_empty }, // lever { C_empty }, // stone pressure plate { C_empty }, // iron door // 72 { C_empty }, // wooden pressure { C_solid, 51,51,51,51,51,51 }, { C_solid, 51,51,51,51,51,51 }, { C_empty }, { C_empty }, { C_empty }, { C_empty }, // snow on block below, do as half slab? { C_solid, 67,67,67,67,67,67 }, // 80 { C_solid, 66,66,66,66,66,66 }, { C_solid, 70,70,70,70,69,71 }, { C_solid, 72,72,72,72,72,72 }, { C_cross, 73,73,73,73,73,73 }, { C_solid, 74,74,74,74,75,74 }, { C_empty }, // fence { C_solid,119,118,118,118,102,102 }, { C_solid,103,103,103,103,103,103 }, // 88 { C_solid, 104,104,104,104,104,104 }, { C_solid, 105,105,105,105,105,105 }, { C_solid, 167,167,167,167,167,167 }, { C_solid, 120,118,118,118,102,102 }, { C_empty }, // cake { C_empty }, // repeater { C_empty }, // repeater { C_solid, 49,49,49,49,49,49 }, // colored glass // 96 { C_empty }, { C_empty }, { C_solid, 54,54,54,54,54,54 }, { C_solid, 125,125,125,125,125,125 }, { C_solid, 126,126,126,126,126,126 }, { C_empty }, // bars { C_trans, 49,49,49,49,49,49 }, // glass pane { C_solid, 136,136,136,136,137,137 }, // melon // 104 { C_empty }, // pumpkin stem { C_empty }, // melon stem { C_empty }, // vines { C_empty }, // gate { C_stair, 7,7,7,7,7,7, }, // brick stairs { C_stair, 54,54,54,54,54,54 }, // stone brick stairs { C_empty }, // mycelium { C_empty }, // lily pad // 112 { C_solid, 224,224,224,224,224,224 }, { C_empty }, // nether brick fence { C_stair, 224,224,224,224,224,224 }, // nether brick stairs { C_empty }, // nether wart { C_solid, 182,182,182,182,166,183 }, { C_empty }, // brewing stand { C_empty }, // cauldron { C_empty }, // end portal // 120 { C_solid, 159,159,159,159,158,158 }, { C_solid, 175,175,175,175,175,175 }, { C_empty }, // dragon egg { C_solid, 211,211,211,211,211,211 }, { C_solid, 212,212,212,212,212,212 }, { C_solid, 4,4,4,4,4,4, }, // wood double-slab { C_slab , 4,4,4,4,4,4, }, // wood slab { C_empty }, // cocoa // 128 { C_solid, 192,192,192,192,176,176 }, // sandstone stairs { C_solid, 32,32,32,32,32,32 }, // emerald ore { C_solid, 26,26,26,27,25,25 }, // ender chest { C_empty }, { C_empty }, { C_solid, 23,23,23,23,23,23 }, // emerald block { C_solid, 198,198,198,198,198,198 }, // spruce stairs { C_solid, 214,214,214,214,214,214 }, // birch stairs // 136 { C_stair, 199,199,199,199,199,199 }, // jungle stairs { C_empty }, // command block { C_empty }, // beacon { C_slab, 16,16,16,16,16,16 }, // cobblestone wall { C_empty }, // flower pot { C_empty }, // carrot { C_empty }, // potatoes { C_empty }, // wooden button // 144 { C_empty }, // mob head { C_empty }, // anvil { C_solid, 26,26,26,27,25,25 }, // trapped chest { C_empty }, // weighted pressure plate light { C_empty }, // weighted pressure plat eheavy { C_empty }, // comparator inactive { C_empty }, // comparator active { C_empty }, // daylight sensor // 152 { C_solid, 135,135,135,135,135,135 }, // redstone block { C_solid, 0,0,0,0,0,0, }, // nether quartz ore { C_empty }, // hopper { C_solid, 22,22,22,22,22,22 }, // quartz block { C_stair, 22,22,22,22,22,22 }, // quartz stairs { C_empty }, // activator rail { C_solid, 46,45,45,45,62,62 }, // dropper { C_solid, 72,72,72,72,72,72 }, // stained clay // 160 { C_trans, 49,49,49,49,49,49 }, // stained glass pane #ifdef FANCY_LEAVES { C_force, 52,52,52,52,52,52 }, // leaves #else { C_solid, 53,53,53,53,53,53 }, // acacia leaves #endif { C_solid, 20,20,20,20,21,21 }, // acacia tree { C_solid, 199,199,199,199,199,199 }, // acacia wood stairs { C_solid, 198,198,198,198,198,198 }, // dark oak stairs { C_solid, 146,146,146,146,146,146 }, // slime block { C_solid, 176,176,176,176,176,176 }, // red sandstone { C_solid, 176,176,176,176,176,176 }, // red sandstone // 168 { C_empty }, { C_empty }, { C_empty }, { C_empty }, { C_solid, 72,72,72,72,72,72 }, // hardened clay { C_empty }, { C_empty }, { C_empty }, // 176 { C_empty }, { C_empty }, { C_solid, 176,176,176,176,176,176 }, // red sandstone }; unsigned char minecraft_tex1_for_blocktype[256][6]; unsigned char effective_blocktype[256]; unsigned char minecraft_color_for_blocktype[256][6]; unsigned char minecraft_geom_for_blocktype[256]; uint8 build_buffer[BUILD_BUFFER_SIZE]; uint8 face_buffer[FACE_BUFFER_SIZE]; //GLuint vbuf, fbuf, fbuf_tex; //unsigned char tex1_for_blocktype[256][6]; //unsigned char blocktype[34][34][257]; //unsigned char lighting[34][34][257]; // a superchunk is 64x64x256, with the border blocks computed as well, // which means we need 4x4 chunks plus 16 border chunks plus 4 corner chunks #define SUPERCHUNK_X 4 #define SUPERCHUNK_Y 4 unsigned char remap_data[16][16]; unsigned char remap[256]; unsigned char rotate_data[4] = { 1,3,2,0 }; void convert_fastchunk_inplace(fast_chunk *fc) { int i; int num_blocks=0, step=0; unsigned char rot[4096]; #ifndef IN_PLACE unsigned char *storage; #endif memset(rot, 0, 4096); for (i=0; i < 16; ++i) num_blocks += fc->blockdata[i] != NULL; #ifndef IN_PLACE storage = malloc(16*16*16*2 * num_blocks); #endif for (i=0; i < 16; ++i) { if (fc->blockdata[i]) { int o=0; unsigned char *bd,*dd,*lt,*sky; unsigned char *out, *outb; // this ordering allows us to determine which data we can safely overwrite for in-place processing bd = fc->blockdata[i]; dd = fc->data[i]; lt = fc->light[i]; sky = fc->skylight[i]; #ifdef IN_PLACE out = bd; #else out = storage + 16*16*16*2*step; #endif // bd is written in place, but also reads from dd for (o=0; o < 16*16*16/2; o += 1) { unsigned char v1,v2; unsigned char d = dd[o]; v1 = bd[o*2+0]; v2 = bd[o*2+1]; if (remap[v1]) { //unsigned char d = bd[o] & 15; v1 = remap_data[remap[v1]][d&15]; rot[o*2+0] = rotate_data[d&3]; } else v1 = effective_blocktype[v1]; if (remap[v2]) { //unsigned char d = bd[o] >> 4; v2 = remap_data[remap[v2]][d>>4]; rot[o*2+1] = rotate_data[(d>>4)&3]; } else v2 = effective_blocktype[v2]; out[o*2+0] = v1; out[o*2+1] = v2; } // this reads from lt & sky #ifndef IN_PLACE outb = out + 16*16*16; ++step; #endif // MC used to write in this order and it makes it possible to compute in-place if (dd < sky && sky < lt) { // @TODO go this path always if !IN_PLACE #ifdef IN_PLACE outb = dd; #endif for (o=0; o < 16*16*16/2; ++o) { int bright; bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16; if (bright > 255) bright = 255; if (bright < 32) bright = 32; outb[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3)); bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16; if (bright > 255) bright = 255; if (bright < 32) bright = 32; outb[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3)); } } else { // @TODO: if blocktype is in between others, this breaks; need to find which side has two pointers, and use that // overwrite rot[] array, then copy out #ifdef IN_PLACE outb = (dd < sky) ? dd : sky; if (lt < outb) lt = outb; #endif for (o=0; o < 16*16*16/2; ++o) { int bright; bright = (lt[o]&15)*12 + 15 + (sky[o]&15)*16; if (bright > 255) bright = 255; if (bright < 32) bright = 32; rot[o*2+0] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+0]&3)); bright = (lt[o]>>4)*12 + 15 + (sky[o]>>4)*16; if (bright > 255) bright = 255; if (bright < 32) bright = 32; rot[o*2+1] = STBVOX_MAKE_LIGHTING_EXT((unsigned char) bright, (rot[o*2+1]&3)); } memcpy(outb, rot, 4096); fc->data[i] = outb; } #ifndef IN_PLACE fc->blockdata[i] = out; fc->data[i] = outb; #endif } } #ifndef IN_PLACE free(fc->pointer_to_free); fc->pointer_to_free = storage; #endif } void make_converted_fastchunk(fast_chunk *fc, int x, int y, int segment, uint8 *sv_blocktype, uint8 *sv_lighting) { int z; assert(fc == NULL || (fc->refcount > 0 && fc->refcount < 64)); if (fc == NULL || fc->blockdata[segment] == NULL) { for (z=0; z < 16; ++z) { sv_blocktype[z] = C_empty; sv_lighting[z] = 255; } } else { unsigned char *block = fc->blockdata[segment]; unsigned char *data = fc->data[segment]; y = 15-y; for (z=0; z < 16; ++z) { sv_blocktype[z] = block[z*256 + y*16 + x]; sv_lighting [z] = data [z*256 + y*16 + x]; } } } #define CHUNK_CACHE 64 typedef struct { int valid; int chunk_x, chunk_y; fast_chunk *fc; } cached_converted_chunk; cached_converted_chunk chunk_cache[CHUNK_CACHE][CHUNK_CACHE]; int cache_size = CHUNK_CACHE; void reset_cache_size(int size) { int i,j; for (j=size; j < cache_size; ++j) { for (i=size; i < cache_size; ++i) { cached_converted_chunk *ccc = &chunk_cache[j][i]; if (ccc->valid) { if (ccc->fc) { free(ccc->fc->pointer_to_free); free(ccc->fc); ccc->fc = NULL; } ccc->valid = 0; } } } cache_size = size; } // this must be called inside mutex void deref_fastchunk(fast_chunk *fc) { if (fc) { assert(fc->refcount > 0); --fc->refcount; if (fc->refcount == 0) { free(fc->pointer_to_free); free(fc); } } } SDL_mutex * chunk_cache_mutex; SDL_mutex * chunk_get_mutex; void lock_chunk_get_mutex(void) { SDL_LockMutex(chunk_get_mutex); } void unlock_chunk_get_mutex(void) { SDL_UnlockMutex(chunk_get_mutex); } fast_chunk *get_converted_fastchunk(int chunk_x, int chunk_y) { int slot_x = (chunk_x & (cache_size-1)); int slot_y = (chunk_y & (cache_size-1)); fast_chunk *fc; cached_converted_chunk *ccc; SDL_LockMutex(chunk_cache_mutex); ccc = &chunk_cache[slot_y][slot_x]; if (ccc->valid) { if (ccc->chunk_x == chunk_x && ccc->chunk_y == chunk_y) { fast_chunk *fc = ccc->fc; if (fc) ++fc->refcount; SDL_UnlockMutex(chunk_cache_mutex); return fc; } if (ccc->fc) { deref_fastchunk(ccc->fc); ccc->fc = NULL; ccc->valid = 0; } } SDL_UnlockMutex(chunk_cache_mutex); fc = get_decoded_fastchunk_uncached(chunk_x, -chunk_y); if (fc) convert_fastchunk_inplace(fc); SDL_LockMutex(chunk_cache_mutex); // another thread might have updated it, so before we overwrite it... if (ccc->fc) { deref_fastchunk(ccc->fc); ccc->fc = NULL; } if (fc) fc->refcount = 1; // 1 in the cache ccc->chunk_x = chunk_x; ccc->chunk_y = chunk_y; ccc->valid = 1; if (fc) ++fc->refcount; ccc->fc = fc; SDL_UnlockMutex(chunk_cache_mutex); return fc; } void make_map_segment_for_superchunk_preconvert(int chunk_x, int chunk_y, int segment, fast_chunk *fc_table[4][4], uint8 sv_blocktype[34][34][18], uint8 sv_lighting[34][34][18]) { int a,b; assert((chunk_x & 1) == 0); assert((chunk_y & 1) == 0); for (b=-1; b < 3; ++b) { for (a=-1; a < 3; ++a) { int xo = a*16+1; int yo = b*16+1; int x,y; fast_chunk *fc = fc_table[b+1][a+1]; for (y=0; y < 16; ++y) for (x=0; x < 16; ++x) if (xo+x >= 0 && xo+x < 34 && yo+y >= 0 && yo+y < 34) make_converted_fastchunk(fc,x,y, segment, sv_blocktype[xo+x][yo+y], sv_lighting[xo+x][yo+y]); } } } // build 1 mesh covering 2x2 chunks void build_chunk(int chunk_x, int chunk_y, fast_chunk *fc_table[4][4], raw_mesh *rm) { int a,b,z; stbvox_input_description *map; #ifdef VHEIGHT_TEST unsigned char vheight[34][34][18]; #endif #ifndef STBVOX_CONFIG_DISABLE_TEX2 unsigned char tex2_choice[34][34][18]; #endif assert((chunk_x & 1) == 0); assert((chunk_y & 1) == 0); rm->cx = chunk_x; rm->cy = chunk_y; stbvox_set_input_stride(&rm->mm, 34*18, 18); assert(rm->mm.input.geometry == NULL); map = stbvox_get_input_description(&rm->mm); map->block_tex1_face = minecraft_tex1_for_blocktype; map->block_color_face = minecraft_color_for_blocktype; map->block_geometry = minecraft_geom_for_blocktype; stbvox_reset_buffers(&rm->mm); stbvox_set_buffer(&rm->mm, 0, 0, rm->build_buffer, BUILD_BUFFER_SIZE); stbvox_set_buffer(&rm->mm, 0, 1, rm->face_buffer , FACE_BUFFER_SIZE); map->blocktype = &rm->sv_blocktype[1][1][1]; // this is (0,0,0), but we need to be able to query off the edges map->lighting = &rm->sv_lighting[1][1][1]; // fill in the top two rows of the buffer for (a=0; a < 34; ++a) { for (b=0; b < 34; ++b) { rm->sv_blocktype[a][b][16] = 0; rm->sv_lighting [a][b][16] = 255; rm->sv_blocktype[a][b][17] = 0; rm->sv_lighting [a][b][17] = 255; } } #ifndef STBVOX_CONFIG_DISABLE_TEX2 for (a=0; a < 34; ++a) { for (b=0; b < 34; ++b) { int px = chunk_x*16 + a - 1; int py = chunk_y*16 + b - 1; float dist = (float) sqrt(px*px + py*py); float s1 = (float) sin(dist / 16), s2, s3; dist = (float) sqrt((px-80)*(px-80) + (py-50)*(py-50)); s2 = (float) sin(dist / 11); for (z=0; z < 18; ++z) { s3 = (float) sin(z * 3.141592 / 8); s3 = s1*s2*s3; tex2_choice[a][b][z] = 63 & (int) stb_linear_remap(s3,-1,1, -20,83); } } } #endif for (z=256-16; z >= SKIP_TERRAIN; z -= 16) { int z0 = z; int z1 = z+16; if (z1 == 256) z1 = 255; make_map_segment_for_superchunk_preconvert(chunk_x, chunk_y, z >> 4, fc_table, rm->sv_blocktype, rm->sv_lighting); map->blocktype = &rm->sv_blocktype[1][1][1-z]; // specify location of 0,0,0 so that accessing z0..z1 gets right data map->lighting = &rm->sv_lighting[1][1][1-z]; #ifndef STBVOX_CONFIG_DISABLE_TEX2 map->tex2 = &tex2_choice[1][1][1-z]; #endif #ifdef VHEIGHT_TEST // hacky test of vheight for (a=0; a < 34; ++a) { for (b=0; b < 34; ++b) { int c; for (c=0; c < 17; ++c) { if (rm->sv_blocktype[a][b][c] != 0 && rm->sv_blocktype[a][b][c+1] == 0) { // topmost block vheight[a][b][c] = rand() & 255; rm->sv_blocktype[a][b][c] = 168; } else if (c > 0 && rm->sv_blocktype[a][b][c] != 0 && rm->sv_blocktype[a][b][c-1] == 0) { // bottommost block vheight[a][b][c] = ((rand() % 3) << 6) + ((rand() % 3) << 4) + ((rand() % 3) << 2) + (rand() % 3); rm->sv_blocktype[a][b][c] = 169; } } vheight[a][b][c] = STBVOX_MAKE_VHEIGHT(2,2,2,2); // flat top } } map->vheight = &vheight[1][1][1-z]; #endif { stbvox_set_input_range(&rm->mm, 0,0,z0, 32,32,z1); stbvox_set_default_mesh(&rm->mm, 0); stbvox_make_mesh(&rm->mm); } // copy the bottom two rows of data up to the top for (a=0; a < 34; ++a) { for (b=0; b < 34; ++b) { rm->sv_blocktype[a][b][16] = rm->sv_blocktype[a][b][0]; rm->sv_blocktype[a][b][17] = rm->sv_blocktype[a][b][1]; rm->sv_lighting [a][b][16] = rm->sv_lighting [a][b][0]; rm->sv_lighting [a][b][17] = rm->sv_lighting [a][b][1]; } } } stbvox_set_mesh_coordinates(&rm->mm, chunk_x*16, chunk_y*16, 0); stbvox_get_transform(&rm->mm, rm->transform); stbvox_set_input_range(&rm->mm, 0,0,0, 32,32,255); stbvox_get_bounds(&rm->mm, rm->bounds); rm->num_quads = stbvox_get_quad_count(&rm->mm, 0); } int next_blocktype = 255; unsigned char mc_rot[4] = { 1,3,2,0 }; // create blocktypes with rotation baked into type... // @TODO we no longer need this now that we store rotations // in lighting void build_stair_rotations(int blocktype, unsigned char *map) { int i; // use the existing block type for floor stairs; allocate a new type for ceil stairs for (i=0; i < 6; ++i) { minecraft_color_for_blocktype[next_blocktype][i] = minecraft_color_for_blocktype[blocktype][i]; minecraft_tex1_for_blocktype [next_blocktype][i] = minecraft_tex1_for_blocktype [blocktype][i]; } minecraft_geom_for_blocktype[next_blocktype] = (unsigned char) STBVOX_MAKE_GEOMETRY(STBVOX_GEOM_ceil_slope_north_is_bottom, 0, 0); minecraft_geom_for_blocktype[ blocktype] = (unsigned char) STBVOX_MAKE_GEOMETRY(STBVOX_GEOM_floor_slope_north_is_top, 0, 0); for (i=0; i < 4; ++i) { map[0+i+8] = map[0+i] = blocktype; map[4+i+8] = map[4+i] = next_blocktype; } --next_blocktype; } void build_wool_variations(int bt, unsigned char *map) { int i,k; unsigned char tex[16] = { 64, 210, 194, 178, 162, 146, 130, 114, 225, 209, 193, 177, 161, 145, 129, 113 }; for (i=0; i < 16; ++i) { if (i == 0) map[i] = bt; else { map[i] = next_blocktype; for (k=0; k < 6; ++k) { minecraft_tex1_for_blocktype[next_blocktype][k] = tex[i]; } minecraft_geom_for_blocktype[next_blocktype] = minecraft_geom_for_blocktype[bt]; --next_blocktype; } } } void build_wood_variations(int bt, unsigned char *map) { int i,k; unsigned char tex[4] = { 5, 198, 214, 199 }; for (i=0; i < 4; ++i) { if (i == 0) map[i] = bt; else { map[i] = next_blocktype; for (k=0; k < 6; ++k) { minecraft_tex1_for_blocktype[next_blocktype][k] = tex[i]; } minecraft_geom_for_blocktype[next_blocktype] = minecraft_geom_for_blocktype[bt]; --next_blocktype; } } map[i] = map[i-1]; ++i; for (; i < 16; ++i) map[i] = bt; } void remap_in_place(int bt, int rm) { int i; remap[bt] = rm; for (i=0; i < 16; ++i) remap_data[rm][i] = bt; } void mesh_init(void) { int i; chunk_cache_mutex = SDL_CreateMutex(); chunk_get_mutex = SDL_CreateMutex(); for (i=0; i < 256; ++i) { memcpy(minecraft_tex1_for_blocktype[i], minecraft_info[i]+1, 6); effective_blocktype[i] = (minecraft_info[i][0] == C_empty ? 0 : i); minecraft_geom_for_blocktype[i] = geom_map[minecraft_info[i][0]]; } //effective_blocktype[50] = 0; // delete torches for (i=0; i < 6*256; ++i) { if (minecraft_tex1_for_blocktype[0][i] == 40) minecraft_color_for_blocktype[0][i] = 38 | 64; // apply to tex1 if (minecraft_tex1_for_blocktype[0][i] == 39) minecraft_color_for_blocktype[0][i] = 39 | 64; // apply to tex1 if (minecraft_tex1_for_blocktype[0][i] == 105) minecraft_color_for_blocktype[0][i] = 63; // emissive if (minecraft_tex1_for_blocktype[0][i] == 212) minecraft_color_for_blocktype[0][i] = 63; // emissive if (minecraft_tex1_for_blocktype[0][i] == 80) minecraft_color_for_blocktype[0][i] = 63; // emissive } for (i=0; i < 6; ++i) { minecraft_color_for_blocktype[172][i] = 47 | 64; // apply to tex1 minecraft_color_for_blocktype[178][i] = 47 | 64; // apply to tex1 minecraft_color_for_blocktype[18][i] = 39 | 64; // green minecraft_color_for_blocktype[161][i] = 37 | 64; // green minecraft_color_for_blocktype[10][i] = 63; // emissive lava minecraft_color_for_blocktype[11][i] = 63; // emissive } #ifdef VHEIGHT_TEST effective_blocktype[168] = 168; minecraft_tex1_for_blocktype[168][0] = 1; minecraft_tex1_for_blocktype[168][1] = 1; minecraft_tex1_for_blocktype[168][2] = 1; minecraft_tex1_for_blocktype[168][3] = 1; minecraft_tex1_for_blocktype[168][4] = 1; minecraft_tex1_for_blocktype[168][5] = 1; minecraft_geom_for_blocktype[168] = STBVOX_GEOM_floor_vheight_12; effective_blocktype[169] = 169; minecraft_tex1_for_blocktype[169][0] = 1; minecraft_tex1_for_blocktype[169][1] = 1; minecraft_tex1_for_blocktype[169][2] = 1; minecraft_tex1_for_blocktype[169][3] = 1; minecraft_tex1_for_blocktype[169][4] = 1; minecraft_tex1_for_blocktype[169][5] = 1; minecraft_geom_for_blocktype[169] = STBVOX_GEOM_ceil_vheight_03; #endif remap[53] = 1; remap[67] = 2; remap[108] = 3; remap[109] = 4; remap[114] = 5; remap[136] = 6; remap[156] = 7; for (i=0; i < 256; ++i) if (remap[i]) build_stair_rotations(i, remap_data[remap[i]]); remap[35] = 8; build_wool_variations(35, remap_data[remap[35]]); remap[5] = 11; build_wood_variations(5, remap_data[remap[5]]); // set the remap flags for these so they write the rotation values remap_in_place(54, 9); remap_in_place(146, 10); } // Timing stats while optimizing the single-threaded builder // 32..-32, 32..-32, SKIP_TERRAIN=0, !FANCY_LEAVES on 'mcrealm' data set // 6.27s - reblocked to do 16 z at a time instead of 256 (still using 66x66x258), 4 meshes in parallel // 5.96s - reblocked to use FAST_CHUNK (no intermediate data structure) // 5.45s - unknown change, or previous measurement was wrong // 6.12s - use preconverted data, not in-place // 5.91s - use preconverted, in-place // 5.34s - preconvert, in-place, avoid dependency chain (suggested by ryg) // 5.34s - preconvert, in-place, avoid dependency chain, use bit-table instead of byte-table // 5.50s - preconvert, in-place, branchless // 6.42s - non-preconvert, avoid dependency chain (not an error) // 5.40s - non-preconvert, w/dependency chain (same as earlier) // 5.50s - non-FAST_CHUNK, reblocked outer loop for better cache reuse // 4.73s - FAST_CHUNK non-preconvert, reblocked outer loop // 4.25s - preconvert, in-place, reblocked outer loop // 4.18s - preconvert, in-place, unrolled again // 4.10s - 34x34 1 mesh instead of 66x66 and 4 meshes (will make it easier to do multiple threads) // 4.83s - building bitmasks but not using them (2 bits per block, one if empty, one if solid) // 5.16s - using empty bitmasks to early out // 5.01s - using solid & empty bitmasks to early out - "foo" // 4.64s - empty bitmask only, test 8 at a time, then test geom // 4.72s - empty bitmask only, 8 at a time, then test bits // 4.46s - split bitmask building into three loops (each byte is separate) // 4.42s - further optimize computing bitmask // 4.58s - using solid & empty bitmasks to early out, same as "foo" but faster bitmask building // 4.12s - using solid & empty bitmasks to efficiently test neighbors // 4.04s - using 16-bit fetches (not endian-independent) // - note this is first place that beats previous best '4.10s - 34x34 1 mesh' // 4.30s - current time with bitmasks disabled again (note was 4.10s earlier) // 3.95s - bitmasks enabled again, no other changes // 4.00s - current time with bitmasks disabled again, no other changes -- wide variation that is time dependent? // (note that most of the numbers listed here are median of 3 values already) // 3.98s - bitmasks enabled // Bitmasks removed from the code as not worth the complexity increase // Raw data for Q&A: // // 26% parsing & loading minecraft files (4/5ths of which is zlib decode) // 39% building mesh from stb input format // 18% converting from minecraft blocks to stb blocks // 9% reordering from minecraft axis order to stb axis order // 7% uploading vertex buffer to OpenGL